Frequently Asked Questions
Will there be badges/medals?
Yes. They will be distributed within a month after the cup.
What is the format of Fours Summer Cup '24?
See our Map Pool & Schedule page for more info on that.
What is the maximum amount of players per team?
For Fours Summer Cup '24, there will be a limit of 5 players per team.
Are mercenaries allowed?
Yes, you can read more in the Fours Ruleset.
How long can pauses last for?
Pauses for this tournament must not individually last longer than three minutes, or combined more than five minutes. Teams are allowed two pauses only. If there are any complications, contact your division's administrator immediately.
The other team isn't showing up, what do I do?
If the team is more than five minutes late, contact your division's administrator to claim a forfeit win.
Can we forfeit a match?
Forfeits are not permitted in this tournament. Doing so will result in the disbandment of the offending team.
What's the command for the config?
You can use either of the following commands to enable the correct config.
rcon ozf-4s-koth
rcon exec ozfortress_4v4_koth
These commands will work on both ozfortress and Rhizome servers.
Player Restrictions
Division 2
OZFORTRESS MATRIX
Andreas Vesalius restricted off Scout and Soldier.
underworld banishment
synthelin. restricted off Scout.
Division 3
BUDGET APPROVED
noemie restricted off Sniper.
guys ii think maybe dingo did eit her baby..
Golden Terrestrial restricted off Sniper.
Stephen Hawking's Chalkboard
skyhigh restricted off Sniper.
Fours Ruleset
It is the responsibility of each player to be informed of the contents of this ruleset before competing in the Fours Summer Cup '24. Ignorance of this ruleset is not an excuse.
1. Format
Rules within this ruleset apply strictly to the Fours format (4v4). While each ruleset may share rules, the specific contents are likely different when listed within a format-specific ruleset rather than the Global ruleset.
1.1. Class Limits
The following class limits are required on for official matches. Breaking these limits in any way is considered cheating, and depending on administrator discretion could lead to an infraction or a match result being overturned.
- 1 Scout
- 1 Soldier
- 1 Pyro
- 1 Demoman
- 1 Heavy*
- 1 Engineer
- 1 Medic*
- 1 Sniper
- 1 Spy
* Teams cannot use a Heavy and a Medic at the same time.
1.2. Whitelist (Unlocks)
The Fours Summer Cup '24 whitelist can be found here.
1.3. King of the Hill (KOTH)
In the Fours Summer Cup '24, all King of the Hill (KOTH) maps follow a best of five win condition with a three minute team clock. Different KOTH maps may vary slightly on overtime timers, locked and unlocked timers (when the point is not able to be captured at the start and when it unlocks) as these are built into the map.
1.4. Group Stage Matches
During the group stage, teams compete in a series of matches each featuring a different map from the map pool. All group stage matches are played as a best of one (BO1).
1.5. Playoff Matches
Following the conclusion of the group stage, the top four teams in each division progress to the playoffs. Playoffs for all divisions will follow a Single-elimination bracket, including a third place playoff match. All playoff matches are played as a best of three (BO3) series.
1.5.1. Map Selection Order
The higher seeded team is Team A. Maps must be played in the order in which they were picked.
- Team A bans a map
- Team B bans a map
- Team A picks a map
- Team B picks a map
- Team A picks the remaining map
- This step is required as the website will not automatically add the remaining map.
1.6. Forfeits
Forfeits are not permitted in this competition; doing so will result in the offending team being disbanded.
Please see 4.5. Disbanded Teams of the Global Ruleset for additional information on disbanded and removed teams, including penalties for team captains and players.
1.7. Minimum Players in Matches
In matches, teams are expected to play with the required total players at all times. If a team is unable to meet this requirement with rostered players, they must utilise mercenaries.
If a team fields fewer than the four total players, or fewer than three rostered players, the opposing team will be awarded a forfeit win resulting in the disbandment of the offending team.
2. Teams
2.1. Team Captains
Captains have the ultimate responsibility for their team, representing them in organising matches and communicating with ozfortress administrators. In the event of any team-related offenses, captains will be held responsible and will be subject to punishment.
2.1.1. Captain Requirements
Teams must nominate two captains and, if a captain is unavailable or departs a roster, the team is expected to nominate another captain. All team captains are required to join competition-related Discord servers as outlined in 7.2. Team Captain Discord of the Global ruleset.
2.1.2. Captaincy Bans
Captains who fail to fulfil their required responsibilities, particularly when it impacts other teams within their division, will receive a captaincy ban. The duration of the captaincy ban is determined by ozfortress administrators based on the specific context of the situation.
2.2. Active Roster
The Active Roster comprises all players, regardless of whether they are core or substitute players, that can be used in matches. Players not on a team's Active Roster must be approved for usage as a mercenary. To view players on the Active Roster of a competition, view the Leagues tab on a team's ozfortress profile.
2.2.1. Minimum Roster Size
Teams must have a minimum of four players rostered at all times, however are encouraged to have one substitute player in the event that a core player cannot play.
2.2.2. Maximum Roster Size
Teams may not have more than five players rostered.
2.3. Out of Region Players
There is no limit to the number of out of region players which may be on a roster. However, out of region players must satisfy the 3.2.1. Ping Limit.
2.4. Class Restrictions
Depending on the skill level of a player and their team, class restrictions may apply. Class restrictions are informed by many factors including, but not limited to, other teams and players within a division. As restrictions are often contextual, a player who shifts teams within a division may encounter a different set of restrictions.
2.4.1. Class Restriction Limit
Fours Summer Cup '24 rosters may only contain a maximum of two players with class restrictions.
2.4.2. Class Restriction Breaches
In the event that a match where a player plays a restricted class, this player will receive a Tier 2 Infraction. Additionally, a forfeit win will be awarded to the opposing team resulting in the disbandment of the offending team.
2.5. Player Transfers
Teams will be unable to transfer players in or out of their roster during this competition.
3. Mercenaries
A mercenary is a player not rostered on a team's Active Roster that is used in lieu of an unavailable team member.
3.1. Mercenary Requirements
All mercenaries must meet all player requirements as outlined in 2.2. Player Eligibility of the Global ruleset. This includes ping limits and not facing any exclusion penalties.
3.2. Mercenary Approval
Mercenaries must be approved by a captain of the opposing team. When requesting a mercenary, captains should provide the following information to the opposing team:
- a link to the mercenary's ozfortress profile
- which class(es) they intend for the mercenary to play
- which player the mercenary is replacing
Once a mercenary is approved, it must be stated in the match thread.
3.2.1. Reasonable Mercenary Requests
A player who is completely unrestricted in a division below that in which a match is being played is considered a reasonable mercenary request and should be approved without any restrictions.
In the event that a team is concerned about the impact of such a player, team captains are encouraged to contact an administrator.
3.2.2. Reasonable Mercenary Denial
As there can be significant skill discrepancies within a division, teams have the right to deny players from the same division from playing as mercenaries.
However, please do try to accommodate reasonable mercenary use as you may find yourself in the same position. We recommend contacting a league administrator if you are unsure of the skill level of the requested mercenary.
3.2.3. Contesting Mercenary Denials
If a team captain has requested three mercenaries which they deem to be of a reasonable level and the opposing team has denied all three, an administrator should be contacted.
3.2.4. Mercenary Manipulation
Attempting to manipulate other teams into allowing mercenaries is an infractable offence. ozfortress administrators will interpret these messages literally and will not consider any message as a joke. All mercenary requests should be made seriously and with genuine intent.
3.2.5. Mercenary Class Locking
When approving a mercenary, teams have the option to lock a mercenary to specific classes. Unless mercenaries have been explicitly class locked, they can play any class of their choosing. Any class locks placed on mercenaries must be stated in the match thread.
3.2.6. Class Restricted Players as Mercenaries
The class restrictions of a player still apply when accepted as a mercenary. They are prohibited from playing those restricted classes in divisions below where the restriction was set.
This is also true for the division where the restriction was set. However, if an opposing team would like to ignore the class restrictions of a mercenary within their division, they can do so but must seek administrator approval.
Class restrictions do not apply in divisions above where the restriction was set, however such players are still subject to potential class locking as outlined above.
3.3. Mercenary Limits
In Fours matches, teams may not use more than one mercenary at one time.
3.4. Reusing Mercenaries
Teams can only make use of the same mercenary within two matches. There is no limit on the amount of mercenaries used in this competition, only on one specific player.
Whitelist
There is an error in the Whitelist below. The Wrangler is banned.
Fours Summer Cup '24 uses its own unique whitelist. View the whitelist at whitelist.tf.
It is the responsibility of the player to not use banned items in matches. The whitelist not loading or loading incorrectly is not an excuse for using banned items.
Schedule
Key Dates
Sunday 7th January 2024: Signups Open
Wednesday 24th January 2024: Signups Close, Rosters Locked
Friday 26th January 2024: Seedings Announced
Saturday 27th January 2024: Group Stage Matches
Sunday 28th January 2024: Playoff Matches
Day 1 - BO1 Group Stage Matches (Saturday 27th of January)
Swiss System - In the event a division has six teams, Swiss will be effectively identical to Round Robin, as all teams will play each other.
6:30 PM AEDT - Round 1 (koth_product_final)
7:15 PM AEDT - Round 2 (koth_daenam_b12)
8:00 PM AEDT - Round 3 (koth_cornyard_b3a)
8:45 PM AEDT - Round 4 (koth_bagel_rc8)
9:30 PM AEDT - Round 5 (koth_maple_ridge_rc2)
Day 2 - BO3 Playoff Matches (Sunday 28th of January)
6:30 PM AEDT - Semi-Finals
8:30 PM AEDT - Grand Finals and Third Place Deciders
Map Pool
- Bagel (
koth_bagel_rc8
) - Cornyard (
koth_cornyard_b3a
) - Daenam (
koth_daenam_b12
) - Maple Ridge (
koth_maple_ridge_rc2
) - Product (
koth_product_final
)
Custom Maps
Please note: koth_bagel_rc8, koth_cornyard_b3a, koth_daenam_b12, koth_maple_ridge_rc2 and koth_product_final are custom maps. If you don't already have these installed, please click the links above to download them, and then move them to your ..\Team Fortress 2\tf\download\maps directory.
The following commands can be used to change maps to the correct version. Type or copy these commands into your console to change to that map, as long as you have the correct rcon password.
rcon bagel
rcon cornyard
rcon daenam
rcon mapleridge
rcon product
Additionally, you can use either of the following commands to enable the correct config.
rcon ozf-4s-koth
rcon exec ozfortress_4v4_koth
These commands will work on both ozfortress and Rhizome servers.
As Sixes Spring ‘23 (S38) is quickly coming to a close, I wanted to present several changes intended for Sixes Autumn ‘24 (S39) to address several things I have seen in my first season as Head Sixes Admin. These are proposed changes for Sixes S39, so community feedback is both welcomed and encouraged.
Any and all feedback should be directed towards my Discord DMs (@canyouprovethatimdriving).
Team Captain Discord
All communication between team captains and league admins will occur in a seasonal team captain Discord.
Important conversations often occur across multiple teams, captains, and admins which makes resolving issues an arduous process. Team captains will be required to join this server, and league admins will no longer resolve issues within DMs. Additionally, you can expect announcements for an ongoing league to be posted here rather than the general ozfortress Discord. This change is also coming to Highlander!
Transfers
Transfer windows changed to weekly.
Roster lock remains unchanged (end of round 6).
Weekly transfer windows should allow teams to recruit players to their active roster in a more timely manner.
During the first two rounds of the season, the inbound transfer limit is two players.
For the remaining four rounds, the inbound transfer limit is one player.
Due to transfers occurring twice as often, naturally half as many players can be transferred per window. We do recognise, however, that the beginning of a season is often when teams recruit backup players. As a result, we've allowed teams a greater number of inbound transfers at the start of the season.
Maximum inbound transfers reduced from six to four.
Reducing maximum inbound transfers should promote roster stability and make it difficult for teams to replace their full roster over the course of a season.
Mercenaries
If a team requests a mercenary who is completely unrestricted in the division below, it is considered a reasonable mercenary request and should be approved without any restrictions.
In the vast majority of cases, there is no reason why such a player should be denied. There are exceptions, and team captains can contest such mercenaries with admins if there are concerns.
Teams can choose to ignore class restrictions of a mercenary from within their division with admin approval.
Teams should be able to choose to ignore a mercenary's class restriction, particularly as restrictions can be team-dependent. Team captains will need to seek admin approval for such decisions, however you should not expect denial from league admins unless we feel a team has been misled.
Match Days
Friday and Saturday are now considered secondary match days.
There is no need for over-administration; if two teams choose to play Friday or Saturday then they can do so. However, teams are not obligated to do so and can choose to deny this request. If there are match scheduling conflicts, availability on traditional match days will only be considered (as it is currently).
Extensions will only be granted in the case of an emergency.
Extensions beyond Saturday will no longer be granted except for in an emergency; missing core players is not grounds for extension, use a backup player or mercenary.
Division Groupings
Premier and High are now grouped together as the Upper divisions.
The remaining divisions are Lower divisions.
Each division will continue to exist independently of one another, however this is also consistent with the goal to evolve High into a more effective stepping-stone for low Premier. In the event of there being no High division, Premier will be the only Upper division.
Upper and Lower divisions can have slight rule differences.
This was already true with changes unique to Premier, however we will be expanding what differences may be present.
Division administrators will be divided amongst these two groups, rather than one per each division.
Having several admins allocated to each division group should reduce headaches for team captains and admins alike.
High Changes
High will follow all format changes previously unique to only Premier.
High will feature a best-of-five grand final.
League differences which only existed for Premier will now also apply to High. Currently, this is only a small difference in Playoffs format but this may change in S39. Additionally, this means that High will have a BO5 grand final by default however two teams can agree to play a BO3 instead.
Only established Premier players will be restricted in High.
High will see a far more relaxed approach to restrictions. The large number of players whose sit in an awkward position between High and Premier found themselves restricted this season, and this is something we would not like to repeat next season. As a result, we will only restrict players who are deemed as being established in Premier on a class.
Progressive Ruleset
In Lower divisions, we will poll potential changes to the progressive ruleset.
Many players have suggested changes to the progressive ruleset since its adoption this season. As such, we want to gauge opinions from Lower division players on such changes.
In Upper divisions, the progressive ruleset will remain unchanged.
As there are less teams and subsequently less data available for Upper divisions, we would like to see another season of its usage before making any decisions regarding its future in Upper divisions.
Map Voting
Map voting will be changed to single transferable voting.
Five most popular maps played twice, remaining four maps played once.
Single transferable voting should improve overall community satisfaction with the map pool, particularly in choosing which maps are played twice. CGP Grey has a great video to help understand how this voting system works.
Voting can result in differences in map pool between Upper and Lower divisions.
With the separation of Upper and Lower divisions, these two groups can vote in support of slightly different map pools. This is consistent with the approach of leagues overseas.
Alternative Maps
The tenth most popular map will be playable as an alternative map.
For example: say that Metalworks is the alternative map. If two teams didn’t want to play Sultry, they could choose to play Metalworks instead. You cannot replace a KOTH map with an alternative 5CP map and vice versa.
This is a system seen in leagues overseas, and one that can support the return of maps which exist just outside the most popular nine maps. Some specifics are yet to be decided, such as limits as to how much an alternative map can be player or whether alternative maps will be available during playoffs.
Each season a newer map will also be offered as an additional alternative map.
New maps like Valor often struggle to get playtime as they are not part of league map pools, so this would be an opportunity for teams to play these maps if desired.
Still To Come
There are more changes yet to come, including a new Playoffs format proposal for Upper divisions, a refactor of our rulesets, and an updated approach to restrictions in Lower divisions. We're excited to hear your thoughts on these changes, and are excited for what is shaping up to be a big 2024.
Transfer Window 2 has now been fully processed.